Seven of Three - Patch 3.0.7
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posted on June 8th, 2009, 6:05 am
im very impressed with the speed you guys work... wow 

posted on June 8th, 2009, 6:44 am
Excellent to see this released.
One question:
I noticed you said that the bugships will no longer ram on high weapon autonomy. This is good.
However, I played a game the other day against dominion AI that were using their bugships to surprising effect. They were effectively ramming and destroying (or crippling) most of my valuable ships, even when I had them pinned in a corner and assaulting their base I was taking heavy losses due to the kamikaze bugships.
My question is this:
I never noticed the dominion doing this before 3.0.6, did the AI only use the ram because the function worked on special weapon autonomy? If so, I'd rather have the bugships ramming on special weapon autonomy automatically (so that the AI does it too) than have the AI never do it.
It's also possible I never noticed the AI ramming because it did so little damage before 3.0.6. I don't know, so that's why I'm asking.
In any case, good work, thanks.
One question:
I noticed you said that the bugships will no longer ram on high weapon autonomy. This is good.
However, I played a game the other day against dominion AI that were using their bugships to surprising effect. They were effectively ramming and destroying (or crippling) most of my valuable ships, even when I had them pinned in a corner and assaulting their base I was taking heavy losses due to the kamikaze bugships.
My question is this:
I never noticed the dominion doing this before 3.0.6, did the AI only use the ram because the function worked on special weapon autonomy? If so, I'd rather have the bugships ramming on special weapon autonomy automatically (so that the AI does it too) than have the AI never do it.
It's also possible I never noticed the AI ramming because it did so little damage before 3.0.6. I don't know, so that's why I'm asking.
In any case, good work, thanks.

posted on June 8th, 2009, 7:28 am
the ai didn't use ramming before 3.0.6 as it had no idea what to do with this weapon. in 3.0.6 this missing code has been added. however human-controlled attack cruisers did that too on high special weapon autonomy, that was not intended (high special weapon autonomy and weapon control the ai uses are essentially the same). so in 3.0.7 this has been changed. the code was only meant for the ai to use, as it may happen that even vessels are scarified that still have 100% shields and hull depending on the situation. so to avoid frustration, this has been disabled again 

posted on June 8th, 2009, 8:52 am
That's too bad, I rather liked that the AI was using ram.
Hell, undamaged bugships are only good for ramming anyways, so I don't see a problem. Though I can see how it might frustrate players who don't know that high weapon autonomy would cause their ships to auto-ram, but really, it should be obvious, it is a special weapon afterall.
Hell, undamaged bugships are only good for ramming anyways, so I don't see a problem. Though I can see how it might frustrate players who don't know that high weapon autonomy would cause their ships to auto-ram, but really, it should be obvious, it is a special weapon afterall.
posted on June 8th, 2009, 9:12 am
AI vessels still should use the ramming ability, human controlled vessels do not automatically anymore
posted on June 8th, 2009, 12:14 pm
Good.... Good, it fiexd that prob i had, fast cool work guys 

posted on June 8th, 2009, 3:46 pm
THX 4 the patch! 

posted on June 8th, 2009, 3:51 pm
I think in one of my comments in one of the 3.06 forum there was a weird thing that happened. Here is my quote of it.
Was that ever fixed? Or even checked?
1337_64M3R wrote:I've also noticed something out of the ordinary, this only happened once though so I think it was just an anomaly. But I've noticed that my opponent Dom had a veteran Interceptor, that thing fired a poleron beam that destroyed a starbase instantly when on full health.It took 1 Descent and 3 Sovs to take it down. It had crazy sheilds but it blew up when the sheilds buckled. On the same game a Klingon Vor'Cha that was cloaked PHASED right through a Rom base! I know this because it got trapped in the construction area and couldn't get out until I attacked the base and destroyed it.
I think you have to check the deeper parameters a bit... or not.
But it was very weird.
Was that ever fixed? Or even checked?
posted on June 8th, 2009, 4:05 pm
Ok, just some random thoughts about balancing:
-Cascade feedback, while working perfectly is waaayyy too strong. 8 of C11s can one-shoot a sovie with that thing lol. I think its damage ought to be reduced
-The energy recharge thingy on C11 can still be spammed. If I remember its cooldown time should be 5s, right now it doesnt have a cooldown time.
-The AI, while having a cool new name, is a bit weaker than before I think. At least the Fed and Klingon and Dominion AI are not as good or aggresive.
Thats about it for now, Ill test some more and try to report anything else that seems out of place
-Cascade feedback, while working perfectly is waaayyy too strong. 8 of C11s can one-shoot a sovie with that thing lol. I think its damage ought to be reduced
-The energy recharge thingy on C11 can still be spammed. If I remember its cooldown time should be 5s, right now it doesnt have a cooldown time.
-The AI, while having a cool new name, is a bit weaker than before I think. At least the Fed and Klingon and Dominion AI are not as good or aggresive.
Thats about it for now, Ill test some more and try to report anything else that seems out of place

posted on June 8th, 2009, 7:11 pm
Last edited by Adam_C on June 8th, 2009, 7:13 pm, edited 1 time in total.
it was awesome watching the odd warp-in ship warp off when i reached my limit
could it be possible to allow the warp in ships, to warp to another place on the map via an extra ability from starfleet command station? with maybe the same timer as allowing them to warp in 360sec or say you dont want to lose the warp-in ships maybe give them a command to warp back to star fleet command station.
<3
could it be possible to allow the warp in ships, to warp to another place on the map via an extra ability from starfleet command station? with maybe the same timer as allowing them to warp in 360sec or say you dont want to lose the warp-in ships maybe give them a command to warp back to star fleet command station.
<3
posted on June 8th, 2009, 7:56 pm
I also felt AI a bit weaker, but I just did one longer game with 3.07.
And i found a bug:
A klingon ship (can't remember the name, but it's a science ship) has the abillity to beam an attack platform into space, which than attacks within a certain radius.
Two things about that:
- it doesn't attack
- in the tooltip dmg information would be grate (as seen on the fed carrier)
AND the defense of this klingon ship sucks
And i found a bug:
A klingon ship (can't remember the name, but it's a science ship) has the abillity to beam an attack platform into space, which than attacks within a certain radius.
Two things about that:
- it doesn't attack
- in the tooltip dmg information would be grate (as seen on the fed carrier)
AND the defense of this klingon ship sucks

posted on June 8th, 2009, 10:21 pm
Last edited by Adam_C on June 8th, 2009, 10:28 pm, edited 1 time in total.
I had a really fun fight yesterday against the ai's kind of intense
7 AI's. 2 Allied with me || 3 Team B || 3 Team C. 3 Way fight. Each team had 1 Merciless AI with 2 hard AI per team. on The Na'Leri Expedition.
I got 2 starbases straight up then spent the entire time balancing from resource expansion, another starbase, research then fleet after that. I tried to maintain 2 full groups of fleets the first was mostly sabres and intrepids they eventually got worked down via strafing attacks against tons of bs fleets thus sent replacement excelcior II to continue sniping and strafing. Then needed a reinforcement staging point further down the map to fastern reinformcements
of mostly excelcior II and sovereigns. At this point of going where my allied AI's were going and hiding behind them and killing important structures in range. We had the advantage

7 AI's. 2 Allied with me || 3 Team B || 3 Team C. 3 Way fight. Each team had 1 Merciless AI with 2 hard AI per team. on The Na'Leri Expedition.
I got 2 starbases straight up then spent the entire time balancing from resource expansion, another starbase, research then fleet after that. I tried to maintain 2 full groups of fleets the first was mostly sabres and intrepids they eventually got worked down via strafing attacks against tons of bs fleets thus sent replacement excelcior II to continue sniping and strafing. Then needed a reinforcement staging point further down the map to fastern reinformcements
of mostly excelcior II and sovereigns. At this point of going where my allied AI's were going and hiding behind them and killing important structures in range. We had the advantage

posted on June 9th, 2009, 12:04 am
DOCa Cola wrote:AI vessels still should use the ramming ability, human controlled vessels do not automatically anymore
Oh ok, good to hear. I misunderstood you I guess.

posted on June 9th, 2009, 5:12 am
maybe its just me, but, is the romulan AI so tuned down that it doesnt have a chance against anything?
i played a couple of games with all factions set to merciless AI, and in every game they seem to get wiped first in every instance, then feds, then klingons, then the dominion, with the borg beeing the last one.
i played a couple of games with all factions set to merciless AI, and in every game they seem to get wiped first in every instance, then feds, then klingons, then the dominion, with the borg beeing the last one.
posted on June 9th, 2009, 2:02 pm
To me I'd think the Klingons would win because they should be building numerous ships in large numbers and constantly be attacking the enemy. Sure the Borg are strong but only as long as they still have their main base. The Klinogns should be relentless regardless of what they lost.
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